;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
1       ; Communism pays support for all units past this
1       ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
95      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
1       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
England,            1, 0,  SFl, no,  0, 0    ; AFl
Netherlands,        1, 0,  SFl, no,  0, 1    ; Alp
Spain,              1, 0,  SFl, no,  0, 2    ; Amp
Portugal,           1, 0,  SFl, no,  0, 3    ; Ast
France,             1, 0,  SFl, no,  0, 4    ; Ato
Automobile,         6,-1,  no,  no,  3, 3    ; Aut
Calculus,           5, 0,  Env, Cer, 1, 4    ; Ban
Naval Cannon,       7, 0,  Cer, nil, 2, 1    ; Bri
Catholics,          2, 0,  SFl, nil, 1, 1    ; Bro
Europeans,          1, 0,  SFl, nil, 1, 2    ; Cer
Protestants,        2, 0,  SFl, nil, 1, 0    ; Che
Lateen Sail,        8, 0,  nil, nil, 2, 1    ; Chi
Afonso Albuquerque, 9, 0,  Ast, Cmp, 0, 3    ; CoL
Mercantilism,       5, 0,  Hor, Sea, 1, 3    ; CA 
Printing Press,     7, 0,  nil, nil, 1, 4    ; Cmb
Non-Europeans,      1, 0,  SFl, nil, 1, 2    ; Cmn
Ocean Rigging,      8, 0,  Chi, nil, 2, 1    ; Cmp
Reformation,        5, 0,  MT,  Che, 1, 0    ; Csc
Gun Port,           6, 0,  Cer, Bri, 2, 1    ; Cst
Magnetic North,     6, 0,  Cmp, Nav, 2, 0    ; Cor
Council of Trent,   7, 0,  Bro, MT,  1, 1    ; Cur
Democracy,          5, 1,  no,  no,  3, 3    ; Dem
Matchlocks+Pistols, 5, 0,  MT,  nil, 2, 2    ; Eco
Hernando Cortez,    8, 0,  Amp, Cur, 0, 2    ; E1 
Steam Power,        3, 0,  no,  no,  3, 3    ; E2 
Interest on Loans,  6, 0,  Cmb, nil, 1, 3    ; Eng
Logarithm,          4, 0,  Nav, MT,  1, 4    ; Env
Modern Siegecraft,  5, 0,  Mon, Eco, 2, 2    ; Esp
Newspaper,          5, 0,  Cmb, NP,  1, 2    ; Exp
Double Gundeck,     7, 0,  Cst, Eco, 2, 1    ; Feu
Francis Drake,      8, 0,  AFl, Feu, 0, 0    ; Fli
Paganism,           1, 0,  SFl, nil, 2, 3    ; Fun
Slave Trade,        4, 0,  Map, Cer, 1, 3    ; FP 
Sextant,            5, 0,  Phi, Cor, 2, 0    ; Gen
Resistance,         5, 0,  Tra, Eng, 2, 3    ; Gue
Gunpowder,          8,-2,  no,  no,  3, 3    ; Gun
Mercator Maps,      5, 0,  Cor, Map, 2, 0    ; Hor
Native Architecture,1, 0,  SFl, no,  2, 3    ; Ind
Cardinal Richelieu, 8, 0,  Ato, CA,  0, 4    ; Inv
Fighting Sail Age,  7, 0,  NP,  Feu, 2, 1    ; Iro
Modern Banking,     4, 0,  Eng, nil, 1, 3    ; Lab
Microscope,         3, 0,  Env, Gen, 1, 4    ; Las
Michiel de Ruyter,  8, 0,  Alp, Lit, 0, 1    ; Ldr
Double Planking,    6, 0,  Iro, Hor, 2, 1    ; Lit
Machine Tools,      4,-2,  no,  no,  3, 3    ; Too
Flintlocks+Bayonets,5, 0,  Eco, Iro, 2, 2    ; Mag
Longitude,          5, 0,  Nav, Cer, 2, 0    ; Map
Steering Wheel,     4, 0,  Env, Lit, 2, 1    ; Mas
Bank Notes,         5, 0,  Lab, nil, 1, 3    ; MP 
Triple Gundeck,     5, 0,  Lit, Sea, 2, 1    ; Mat
Mortar,             2, 0,  Mat, CA,  2, 2    ; Med
42 Pounder,         4, 0,  Med, Mas, 2, 1    ; Met
Pianoforte,         4, 0,  Exp, FP,  1, 2    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 3    ; Mob
Monarchy,           1, 0,  SFl, nil, 1, 2    ; Mon
Renaissance,        5, 0,  Cer, nil, 1, 2    ; MT 
Faithful Migrants,  2, 0,  Cer, Csc, 1, 0    ; Mys
Gregorian Calendar, 6, 0,  nil, nil, 1, 4    ; Nav
Ching Dynasty,      4, 0,  Gue, nil, 2, 3    ; NF 
Low Charged Design, 6, 0,  Cst, Phi, 2, 1    ; NP 
Compass Rose,       6, 0,  Cor, nil, 2, 0    ; Phi
Prussian Formations,4, 0,  Mag, Las, 2, 2    ; Phy
Act of Union,       1, 0,  Mag, AFl, 0, 0    ; Pla
Plumbing,           4, 0,  no,  no,  3, 3    ; Plu
Chronometer,        3, 0,  Mas, Exp, 2, 0    ; PT 
Scurvy,             3, 0,  Mat, Las, 1, 4    ; Pot
Radio,              5,-1,  no,  no,  3, 3    ; Rad
Railroad,           6, 0,  no,  no,  3, 3    ; RR 
Dictionary,         3, 0,  Exp, Min, 1, 4    ; Rec
Hollow Bow,         3, 0,  Pot, PT,  2, 1    ; Ref
Urbanization,       5, 0,  CA,  FP,  1, 3    ; Rfg
The Republic,       5, 1,  no,  no,  3, 3    ; Rep
Income Tax,         4, 0,  MP,  PT,  1, 3    ; Rob
Rocketry,           3, 0,  no,  no,  3, 3    ; Roc
Sanitation,         4, 2,  no,  no,  3, 3    ; San
Naval Powers,       1, 0,  SFl, nil, 1, 2    ; Sea
Never,              4, 1,  no,  nil, 2, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 3    ; Sth
Steam Engine,       3, 0,  Mas, Ban, 1, 4    ; SE 
Steel,              4,-1,  no,  no,  3, 3    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  3, 3    ; Tac
Catholic Missions,  5, 0,  Cur, Cer, 1, 1    ; The
Theory of Gravity,  4, 0,  no,  no,  3, 3    ; ToG
Trade Routes,       2, 0,  Cmn, nil, 2, 3    ; Tra
Porcelain Exports,  9, 0,  Ind, nil, 2, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  3, 3    ; War
The Wheel,          4,-1,  no,  no,  3, 3    ; Whe
Nerchinsk Treaty,   9, 0,  NF,  nil, 2, 3    ; Wri
Industrial Age,     1, 0,  MP,  nil, 1, 2    ; FT 
User Def Tech A,    3, 0,  no,  no,  3, 3    ; U1 
User Def Tech B,    3, 0,  no,  no,  3, 3    ; U2 
Modernists,         5, 0,  Wri, nil, 2, 3    ; U3 
Austrian Baroque,   5, 0,  Tra, nil, 1, 2    ; X1 
Hungarian Horses,   4, 0,  NF,  nil, 1, 2    ; X2 
Dutch Horticulture, 5, 0,  Tra, nil, 0, 1    ; X3 
French Crepes,      5, 0,  Gue, nil, 0, 4    ; X4 
Spanish Bullfights, 5, 0,  Gue, nil, 0, 2    ; X5 
English Billiards,  5, 0,  NF,  nil, 0, 0    ; X6 
Portuguese Portwine,5, 0,  NF,  nil, 0, 3    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Capital,                  10, 0,    nil,
Barracks,                  4, 1,    nil,
Immigrants,                6, 1,    Hor,
Churches,                  4, 1,    Cer,
MarketPlace,               8, 1,    nil,
Library,                   8, 1,    Cmb,
Governor,                  6, 1,    nil,
Forts,                     8, 0,    nil,
City Hall,                 8, 2,    nil,
Goldsmith,                12, 3,    Eng,
Theater,                   9, 3,    MT, 
Academy,                  16, 3,    Env,
Charity Society,           8, 4,    Las,
Opera House,              10, 4,    Min,
Workshops,                20, 4,    nil,
Plantations,              22, 6,    FP, 
SDI Defense,              20, 4,    no, 
Slave Freedom,            10, 2,    Exp,
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Banks,                    16, 4,    Lab,
Historic City,             8, 2,    Rfg,
Suburbs,                   8, 3,    Rfg,
Tax Census,               20, 5,    Rob,
Research Society,         16, 3,    Ban,
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    Cst,
Factory,                  24, 4,    SE, 
Harbor,                    6, 1,    nil,
Trading Firms,            16, 3,    CA, 
Airport,                  16, 3,    no, 
Treasury,                 28, 2,    Uni,
Shipyards,                 8, 3,    Bri,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    MP, 
Pyramids,                 20, 0,    no, 
Pope Alexander's Edict,   25, 0,    Cur,
Silver Fleet,             30, 0,    Cor,
Prime Meridian,           30, 0,    Map,
Vigeneer Cypher,          30, 0,    Env,
Luther's Thesis,          20, 0,    Csc,
Great Wall,               30, 0,    no, 
Art of War,               30, 0,    Cmn,
The Copyright Act,        30, 0,    Pot,
Jesuit Order,             20, 0,    The,
Mona Lisa,                20, 0,    MT, 
World Circumnavigation,   30, 0,    Phi,
East India Company,       30, 0,    CA, 
Passage to India,         10, 0,    Ast,
VOC Wharves,              20, 0,    Ldr,
Shakespear / Goethe,      20, 0,    Mys,
Henry's Nav Academy,      20, 0,    Nav,
Great Briton,             20, 0,    Pla,
Age of Enlightenment,     20, 0,    Rec,
Statue of Liberty,        40, 0,    no, 
Versailles Palace,        10, 0,    Inv,
Discovery of America,     20, 0,    Amp,
Anti Slavery Act,         30, 0,    Min,
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
KangXi's Encyclopedia,    50, 0,    Wri,
Principa Mathematica,     30, 0,    Ban,
Sistine Chapel,           20, 0,    The,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Pope Alexander's Edict
nil,        ; Silver Fleet
Iro,        ; Prime Meridian
Lit,        ; Vigeneer Cypher
nil,        ; Luther's Thesis
nil,        ; Great Wall
nil,        ; Art of War
nil,        ; The Copyright Act
Phy,        ; Jesuit Order
Mag,        ; Mona Lisa
nil,        ; World Circumnavigation
nil,        ; East India Company
nil,        ; Passage to India
Rec,        ; VOC Wharves
nil,        ; Shakespear / Goethe
nil,        ; Henry's Nav Academy
nil,        ; Great Briton
nil,        ; Age of Enlightenment
nil,        ; Statue of Liberty
nil,        ; Versailles Palace
nil,        ; Discovery of America
nil,        ; Anti Slavery Act
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; KangXi's Encyclopedia
nil,        ; Principa Mathematica
nil,        ; Sistine Chapel


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasant,      Mys, 0,  1.,0,  0a,2d,  1h,2f,  4,0,  5, nil, 000000000000000
Pilgrims,     nil, 0,  1.,0,  0a,3d,  2h,1f,  4,0,  5, Mys, 000000000000010
Bastions,     nil, 3,  0.,0,  1a,6d,  5h,2f, 20,0,  1, SFl, 000000000000000
Early Regiment,Eco, 0,  1.,0,  4a,2d,  1h,3f,  2,0,  1, Cer, 000000000000000
Explorer,     Rfg, 0,  1.,2,  4a,2d,  1h,3f,  7,0,  3, Map, 000001000000011
Coffee,       nil, 0,  0.,0,  0a,1d,  1h,1f,  5,0,  1, no,  000001000000000
Tobacco,      nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  2, no,  000001000000000
Silk,         nil, 0,  0.,0,  0a,1d,  1h,1f,  5,0,  1, no,  000001000000000
Cocao,        nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  3, no,  000001000000000
Bandits,      nil, 0,  1.,0,  4a,3d,  1h,3f,  4,0,  0, Gue, 000000001000010
Caravel,      Cst, 2,  3.,0,  0a,1d,  1h,3f,  3,1,  4, Chi, 000000000100000
Nau,          CA,  2,  3.,0,  0a,1d,  1h,3f,  3,0,  1, Cmp, 000000000101000
Early Garrison,Mat, 0,  1.,0,  3a,4d,  1h,3f,  2,0,  1, Cst, 000000000000000
Mid Regiment, Mag, 0,  1.,0,  6a,3d,  1h,3f,  4,0,  0, Eco, 000000000000000
Late Regiment,Phy, 0,  1.,0,  8a,4d,  1h,3f,  6,0,  0, Mag, 000000001000000
Modrn Regiment,Cmn, 0,  1.,0, 10a,5d,  1h,3f,  8,0,  0, Phy, 000000001000011
Late Garrison,NF,  0,  1.,0,  6a,6d,  1h,3f,  4,0,  1, Mat, 000000000000000
Sipahi Cavalry,nil, 0,  2.,0,  5a,4d,  2h,3f,  3,0,  0, SFl, 000000001000000
Marines,      nil, 0,  1.,0,  7a,3d,  1h,3f,  5,0,  0, Rfg, 000001000000100
Knights,      nil, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Cortez,       nil, 0,  1.,0,  4a,4d,  1h,3f,  5,0,  3, SFl, 000001100000011
Afonson,      nil, 0,  1.,0,  4a,4d,  1h,3f,  5,0,  3, SFl, 000001100000011
African King, nil, 0,  2.,0,  8a,5d,  1h,3f, 12,0,  0, SFl, 000000001000001
Fire-Spear Reg,Cer, 0,  1.,0,  7a,5d,  1h,3f,  9,0,  1, U3,  000000000000000
Chinese King, nil, 0,  2.,0,  8a,5d,  2h,3f, 12,0,  0, SFl, 000000001000001
Indian King,  nil, 0,  2.,0,  8a,5d,  2h,3f, 12,0,  0, SFl, 000000001000001
American King,nil, 0,  2.,0,  8a,5d,  1h,3f, 12,0,  0, SFl, 000000001000001
Goods-Common, nil, 1,  0.,40,  1a,0d,  1h,1f,  6,0,  3, SFl, 000000000000000
Goods-Rare,   nil, 1,  0.,40,  1a,0d,  1h,1f,  6,0,  0, SFl, 000000000000000
Carrack,      NP,  2,  4.,0,  0a,2d,  1h,3f,  4,4,  4, Cst, 000000000100000
Galleon,      nil, 2,  5.,0,  0a,3d,  1h,3f,  6,4,  4, NP,  000000000000000
East Indiaman,nil, 2,  6.,0,  0a,6d,  1h,3f,  7,0,  4, CA,  000000000001000
Clipper,      nil, 2,  8.,0,  0a,3d,  1h,3f,  8,0,  4, Ref, 000000000001000
War Carrack,  Iro, 2,  4.,0,  7a,5d,  1h,3f,  7,0,  2, Feu, 000000000100000
War Galleon,  Lit, 2,  5.,0,  8a,6d,  1h,3f,  9,0,  2, Iro, 000000000000000
Frigate,      PT,  2,  3.,0,  5a,3d,  1h,3f,  4,0,  2, Gen, 100000000100000
Brigatine,    nil, 2,  5.,0,  9a,7d,  1h,3f,  6,0,  2, PT,  100000000100000
60Gun warship,nil, 2,  6.,0, 10a,8d,  1h,3f, 11,0,  2, Lit, 010000000000000
80Gun Warship,Fun, 2,  6.,0, 12a,10d, 1h,3f, 15,0,  2, Mat, 010000000000000
100Gun Warship,Gue, 2,  6.,0, 14a,12d, 1h,3f, 19,0,  2, Met, 010000000000000
Ruyter,       nil, 2,  6.,0, 16a,13d, 1h,3f, 17,0,  2, SFl, 110000000000001
Junk,         nil, 2,  4.,0,  5a,3d,  1h,3f, 14,2,  2, SFl, 100000000000000
Bomb Ketch,   nil, 2,  3.,0,  0a,2d,  1h,3f,  4,0,  2, Med, 000000010000000
Cloves,       nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  3, SFl, 000000000000000
Merchant,     nil, 1,  1.,1,  1a,1d,  1h,1f, 18,0,  0, Sea, 001000000010000
Tea,          nil, 0,  0.,1,  0a,1d,  1h,1f,  5,0,  2, SFl, 000000000000000
Diplomat,     The, 0,  1.,0,  0a,0d,  1h,3f,  8,0,  6, Cer, 000000000000001
Richelieu,    nil, 0,  1.,0,  0a,6d,  6h,6f,  8,0,  6, SFl, 000001000000011
Drake,        nil, 2,  7.,0, 10a,8d,  1h,3f,  6,0,  2, SFl, 110000000001000
Caravan,      nil, 0,  1.,0,  0a,1d,  1h,1f, 10,0,  7, Tra, 000000000000010
IceBerg,      nil, 2,  0.,0,  0a,20d, 6h,3f, 15,0,  3, no,  000000000000000
As Warrior,   nil, 0,  1.,0,  4a,3d,  1h,3f,  5,0,  1, SFl, 000000000000000
Af Warrior,   nil, 0,  1.,0,  4a,3d,  1h,3f,  5,0,  1, SFl, 000000000000000
Am Warrior,   nil, 0,  1.,4,  3a,3d,  1h,3f,  5,0,  1, SFl, 000000000000000
Missionary,   nil, 0,  1.,0,  0a,3d,  1h,3f,  8,0,  6, The, 000001000000011
Hurricane,    Cer, 2,  3.,0, 12a,12d, 1h,2f, 14,0,  2, Cmn, 101000000000001
Disease,      Cer, 0,  4.,0, 12a,8d,  1h,2f, 14,0,  3, Cmn, 001000000000001
Fire Ship,    nil, 2,  3.,0, 11a,2d,  1h,3f,  4,0,  0, Mas, 001000000000000
Siege Reg,    Phy, 0,  1.,0,  8a,1d,  2h,5f,  5,0,  0, Esp, 000000001000000
Medit Galley, Feu, 2,  3.,0,  3a,2d,  1h,2f,  4,0,  2, Cer, 000000000100000
Elite Caravel,nil, 2,  3.,0,  0a,1d,  1h,3f,  3,1,  0, SFl, 000000000000000
Motar,        nil, 1,  1.,1, 12a,1d,  1h,4f,  5,0,  0, Med, 000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 1,   yes, 1, 5,  1,  no,    ; Drt
Virgin Land,1,2,  2,0,0,   yes, 1, 5, 1,   Grs, 0, 2,  0,  no,    ; Pln
European Land,1,2,  2,1,0,   yes, 2, 5, 2,   For, 0,10,  0,  no,    ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   yes, 1,15,  1,  Pln,   ; For
Hills,      2,4,  1,1,0,   no,  1,10, 0,   yes, 2,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 3,20,  1,  no,    ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  1,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Pln, 0,15, 1,   For, 0,15,  0,  no,    ; Swa
Jungle,     2,3,  1,1,0,   yes, 1, 8, 1,   Pln, 0,15,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Caravan Stop,1,2,  2,2,2,
Fruit,      1,2,  2,2,2,
Grassland,  1,2,  2,1,0,
Deer,       2,3,  3,2,0,
Goats,      2,4,  2,2,2,
Gemstones,  3,6,  0,1,6,
Reindeer,   1,2,  2,2,2,
Penguins,   2,2,  2,2,3,
Peat,       2,3,  1,4,0,
Exotic Birds,2,3,  0,0,6,
Fish,       1,2,  3,0,2,
Oasis,      1,2,  2,2,2,
Cattle,     1,2,  3,2,0,
Grassland,  1,2,  2,1,0,
Wild Game,  2,3,  3,2,2,
Lignite,    2,4,  0,3,4,
Diamonds,   3,6,  0,4,3,
Herbs,      1,2,  2,0,3,
Fur Seals,  2,2,  2,2,3,
Water Fowl, 2,3,  3,2,3,
Exotic Animals,2,3,  2,0,3,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Fuedalism,      Emperor,     Emperor
Fundamentalism, Representative, Representative
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
William of Orange,    Wilhelmina,  0, 2, 3, Dutch, Netherlands,      -1,  1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Manuel I,     Maria I,     0, 7, 1, Portuguese,  Portuguese,     -1, -1,  0,     2, Maharaja, Maharaja,
Maximilian I,  Mary Bourgogne,     0, 1, 2, Other Europeans, Habsburg,   -1,  0,  1,  3, Emperor, Empress    
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Francis I,    Catherine Medicis,   0, 3, 2, French,      French,     -1,  1,  1,     
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,        
Chu I-Chun,   Chang Peng,          0, 5, 4, Heathens,  Heathen,     1,  1,  -1, 4, Representative, Representative     
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,    -1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Ferdinand of Aragon, Isabella of Casttile, 0, 4, 1, Spanish,     Spanish,    -1,  1,  1,      
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Ottoman,       Ottoman Penalty,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Porcelain,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Town,         I
Build Mine,         m
Transform,          O
End Uprising,       p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













